"I know why you've come... they've sent you to bring me back, but that cannot happen.."

Wednesday, October 29, 2008

Some lament one thing missing from virtual worlds is the fact most of what happens has no lasting impact.

You kill the abomination wreaking havoc over a small town only to come back later to see it there again.

You kill a dragon and go back next week and kill it again.

WoW has changed, Dalaran and Naxxramas have "moved" for the expansion. But everything is pretty much the same since when you started.

So it is with a surprise I see complaints and even threats of cancellation due to the recent zombie invasion!

I must admit I grumbled as I searched for an npc to turn in a quest only to find out it had been zombified and died. It was a minor annoyance as I waited a few minutes and it appeared again. What should have been the Black Plague was a cold. God forbid you couldn't put peacebloom up for 5 gold a stack because your auctioneer had fallen victim.

It really made me think we've forgotten what is fun. Are our playing habits so ingrained we can't take a break from quest, raid, pvp rinse and repeat for a few days and enjoy something that probably won't occur again?

And honestly the "remove this or I'll quit" is a bit of a weak threat. Blizzard has just passed 11 million subscribers worldwide.

Monday, October 27, 2008

I wanted to cut back on playing my army of alts in an attempt to cut back playing WoW so much.

But now my alts are getting neglected because of the introduction of achievements. Why level up my alt by running Razorfen Downs when my main needs to run through it for an achievement? Why bother getting some "easy" gear for an alt by going on to Karazhan when my main needs more rep with the Violet Eye?

The reason why I thought of this again was because of the enjoyment guilds are having currently at finally killings some new bosses. This is occurring because of the massive nerf of TBC instances.

One common sentiment I see is along the lines of "Yes it is nerfed content but it felt good to kill X!"

It is easy to giggle at the guilds who assumed they could have done this even without the nerf. But why rain on their parade, all you uber guilds just give them a soft pat on the head and let them have their fun.

I think boss achievements should look something likeBe first to Defeat Kil'jaeden in Sunwell Plateau WorldwideBe first to Defeat KJ EU, USA, etcBe first on your serverBe first Alliance or Horde on your serverDefeat KJ within week of 1st killDefeat KJ within month of 1st killDefeat KJ within (1st nerf) Defeat KJ within (2nd nerf) Just Defeat KJ at some point.etc...

Okay that may be overkill with the variety of achievements from one single kill. But Achievements come with points and the higher up on the list could get your more points. Or maybe a boss appropriate title and/or 310% mount?

It's along the lines of being rewarded something regardless of what pace you play. But those who progress faster would still get something more. I'm not sure this would keep the really hardcore happy because I think one of the major complaints is their boredom between raid releases.

My point is to make a earlier planned schedule of nerfing content. I imagine the content was nerfed because of Wrath.

But why not nerf it earlier? From what I've seen if you are going to kill the boss in its first incarnation, you'll kill it and relatively speedily within the first few months. But it is almost like it isn't until a nerf that a few more guilds flow through the floodgate. And it isn't until it is massively nerfed that the rest of the guilds are able to come out and play.

I guess I want a playground for all. If the less hardcore don't mind knowing they are making castles in the kiddie sandbox and the hardcore don't mind sharing their courts it might work.

Wednesday, October 22, 2008

I uninstalled Warhammer. My main reason was the choppy play on my low end computer.

I'm playing WoW again. Running around chasing achievements. At first I jumped from one to the other. I fell victim to "guild chat syndrome". Anytime a guild member's achievement popped up in guild chat, I clicked on it and felt the urge to try to do whichever achievement it was. I think I've finally reined myself in, instead making my own list of achievements that mean something to me (from a roleplay aspect or some other made up reason) and trying to tic off* that list.

*I've been trying to not use the word work. As in I'm working on my achievements. I'm working on my list.

Maybe keeping the game of WoW a game involves consciously not treating it like a job.

Friday, October 10, 2008

I unsubscribed from Lord of the Rings Online for the second time. I'm pretty sure this time it is for good.

My friend doesn't like the combat and has probably logged less than an hour with me total out of all the months we've both paid for. Here's what's interesting he doesn't want to unsubscribe because he wants to support the game. As I mentioned before he's the LotR fan, not me. Too bad neither of us just couldn't find it fun enough to stick with.

And now with Warhammer I'm thinking I'm not going to subscribe to any more months either. :/

Thursday, October 9, 2008

Let's forget about the presidential election for a second and take a look back to Decision 2004 when gamers were deciding between World of Warcraft and Everquest 2 along with Kerry vs. Bush.

As the then preview mentions:*400,000 players, the count the original Everquest had at the time was considered massive.

*EQ was the "one to beat" and the "front runner" as none of the other games came close. Just like WoW now, people wonder who would be the "EQ killer"

The writer compared 5 areas, PvP, Challenge, Combat, Game world and Game mechanics.

EQ2 at the time didn't offer any kind of PvP, so WoW won that round. Funny now considering some PvPers consider WoW lacking and flocked to Warhammer.

As far as challenge the write gives point to EQ2. At the time no one really knew what WoW's endgame would be like so he was basing it on leveling. WoW definitely went the easy route. But in the end "challenge" (if you go by subscription numbers) was not what most wanted.

Combat: Heroic opportunities in EQ2, mimicked in LotRO I think gave EQ2 the edge. I'd say they were about the same, although its been a long time since I've played EQ2 but I can't remember complaining about combat like I do with LotRO and WAR.

Game world. Writer said it was too close to call. From what I've read, EQ has a larger world and I assume EQ2 would as well. But I never got to max level to know for sure. I've felt WoW's world was small.

Game Mechanics. Writer said it was up to the player. I think WoW took existing mechanics and improved upon them. I personally think WoW won that round.

Tradeskills. EQ2 had "depth and utility". But if you'd taken part in it, you realize sometimes too much is too much. WoW's professions are pretty simplistic and could use a boost, but not to the extent that EQ2 took it.

Solo playability. Writer said it perfectly "WoW allows for that experience to be a lot less painful". Arguably though, that same solo playability has made wow a less social game and perhaps that's a bigger loss to this genre than talked about.

Quests. The author gives WoW the win on this one. Did wow originate the symbol over and npc's head to let you know whether there is a quest or not? I don't know but there is no going back.

And Community. The author said this remains to be decided. A smaller community can be more close-knit. But the last time I went back to EQ2 it was so dead. Small doesn't always equal good. WoW's reputation isn't the best if you base it on General forums, Barrens chat and Trade chat. But when a new game comes out and someone goes back to wow they usually say it was because of their friends and guild.

The article ends saying the final result is too close to call, but 4 years later WoW won overall no contest.

One of the reader's comments unwittingly foreshadowed WoW's success: "The game is fundamentally flawed for anything but casual people with very little time on their hands."

Wednesday, October 8, 2008

Continuing on with my "thinking about wow too much" line of thought...

One thing that is missing from World of Warcraft's armory and achievements and I believe Warhammer's tome of knowledge or Lord of the Rings Online's deed log are dates. Dates when you accomplished something. WoW's armory has your date of last logon. And Everquest's character sheet goes as far to show how much you've played.

But as far as I know there is nothing that shows a history of your character. And what I mean by this is, there is no easy way to tell a 4-year old WoW character from a 30-day old WoW character. There is no stardate for when you first looted a green upgrade, or when you killed the Baron within the time limit. Yes achievements are covering some of the bases here. But what about doing something pre-nerf or level appropriate, dates would take care of that.

There would be costs for maintaining that data I'm sure. And the risk of being able to stand apart due to time played is bad for overall business when it comes to recruiting players (Sure *you* have 150 AAs, but that looks like Mt. Everest to a new player). And...it's not something players have been clamoring for.

So maybe it's not such a great idea. I'm just an "old" player pining about the days when I first started playing. Ought Four 'twas.

Maybe it is too soon to throw in the towel, but I don't think Warhammer is going to be the methadone I was hoping it would be.

I often think how it would be easier to just jump back into WoW and I don't immediately remember the reasons I decided to quit.

I've been thinking about resubscribing, luckily refer-a-friend doesn't work for renewing old accounts or I probably already would have. My excuse was going to be that I wanted to give my friend a Zhevra.

I toyed with the idea of coming back with the next patch because some WotLK things are going to be included. Namely Inscriptions. Then I went back to wondering if I should wait until WotLK to come back.

Yet in the back of my mind, I still have a part of me saying I should never go back. It's been over a month since I quit but it feels longer. WoW needs to be flushed out of my blood stream completely before I make any decisions about coming back.

I hate that this all sounds so like an addict talking. It makes me a bit ashamed.

To paraphrase Bender, "I don't need to play, I can quit anytime I want!" Took me forever to quit if I count how far back it was I started first thinking about it. And now it's taking me a while to really move on from it.

I don't mean for this to be an act of accountability, but maybe it would serve me well. I honestly can't say in the upcoming months if I won't read this post again while donning woolies in Northrend.

Wednesday, October 1, 2008

I'm bitter with World of Warcraft at the moment. How could I be resentful of a game I'm not even playing?

Well I still have ties to the game through a close friend who still plays. I'm kept abreast of the goings on in Azeroth. For example Brewfest: I hear you get a chance at getting your own kodo for Alliance. And achievements that if you don't get them during the seasonal event you won't be able to unlock again until next year. Makes me kinda want to play it again - NOW - or I'll miss out. You will not suck me back in Blizzard.

It is messing up my other gaming experience as well.

Warhammer is a decent game, but it has a few bothersome little bugs.

Why do I keep seeing certain messages twice. "You are logging out. You are logging out." "You have been killed by X. You have been killed by X."

I blame Blizzard for being successful and making money and fixing issues. I've come to expect my character's body will not run around twisted with her legs facing one way, her face yet another direction like the medical malady that has befallen my Witch Elf on occasion

Are these gamebreaking issues? Of course not, these bugs will most likely get fixed with time, but it is annoying to go from a polished game to a game that locks up every time I exit.